EP0760126B1 - Abstraction de motifs et couleurs dans une interface graphique utilisateur - Google Patents

Abstraction de motifs et couleurs dans une interface graphique utilisateur Download PDF

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Publication number
EP0760126B1
EP0760126B1 EP95920518A EP95920518A EP0760126B1 EP 0760126 B1 EP0760126 B1 EP 0760126B1 EP 95920518 A EP95920518 A EP 95920518A EP 95920518 A EP95920518 A EP 95920518A EP 0760126 B1 EP0760126 B1 EP 0760126B1
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Prior art keywords
pattern
theme
interface
graphical user
user interface
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EP0760126A1 (fr
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Robert R. Ulrich
Robert G. Johnston, Jr.
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Apple Inc
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Apple Computer Inc
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/34Graphical or visual programming
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces

Definitions

  • the present invention relates generally to graphical user interfaces for computer systems. More particularly, the present invention relates to systems and methods for interfacing applications and operating systems which provide for flexible customization of graphical user interfaces.
  • GUI graphical user interface
  • GUI display is based on a visual metaphor which uses a monitor screen as a work surface called a "desktop” where documents are presented in relocatable regions termed “windows".
  • the user interacts with the computer by, for example, moving objects on the desktop, choosing commands from menus, and manipulating window controls, such as checkboxes and scroll bars.
  • An exemplary desktop screen is reproduced as Figure 1.
  • Windows are one example of desktop objects which can be virtually any size, shape, or color.
  • Some standard types of windows are commonly predefined for the interface including, for example, a document window and a dialog box.
  • a document window is illustrated in Figure 2A.
  • Each document window which conforms to this standard has a title bar with a title drawn in a system-defined font and color.
  • Active document windows can also have controls as illustrated in Figure 2A, for example, a close box, a zoom box, a size box, and scroll bars.
  • nonstandard window types can define their own nonstandard window types as desired, although each nonstandard window requires a relatively large block of memory. Further, even these nonstandard window types provide only limited flexibility and control over the appearance and behavior of desktop objects in that they are application-specific and do not present a consistent interface across all applications, i.e., if three different applications are running, each might present a different "look" on desktop. Once again, the user has no control over the appearance and/or behavior of these nonstandard window objects.
  • window format including the appearance, behavior and function of standard windows and window parts
  • these applications are written to take advantage of such knowledge.
  • Figure 3 suppose, for example that an application 10 desires to draw a rectangle in the color of the title bar (beige, in this example) in a window (not shown on the desktop).
  • the application assumes knowledge of the color of the title bar when using predefined standard window definitions 25 and, if this application uses window definitions created by the application itself, the application will have actual knowledge of colors defined by those windows. Accordingly, the application will simply send a command to the interface instructing that a beige rectangle be drawn in the window.
  • the window definition 25 includes all of the data necessary to define the window. Looking at the active window illustrated in Figure 1, data included in the window definition 25 for such an active window would include, for example, the size of the window, the relative location of the close box and zoom box in the upper lefthand and righthand corners, respectively, the number of parallel lines and their locations relative to the close box and the zoom box, and the upper boundary of the window and all of the other defining features of that particular window.
  • the application supplies the variable parameters such as the location of the window on the desktop interface and, perhaps, the colors and/or fonts to be used for the text and/or figures in the window.
  • the window definitions can include a large amount of data and, therefore, can require a large amount of memory for each definition.
  • an improved visual appearance can be provided to GUIs by providing an appearance management layer as a control layer that gives users (both application developers and end users) the ability to customize the appearance and behavior of the desktop.
  • This layer can be provided between all of the clients, e.g., applications, the end user, definition procedures, and the graphic subsystem which actually writes to the display. In this way, a level of abstraction is provided between the client and the system so that customization can be facilitated without requiring the client to have a detailed knowledge of the interface environment, which may be constantly changing.
  • Themes can be created which include sets of desktop objects that are designed, both in their visual appearance and behavior, to project an overall impression to the area.
  • the user can switch between themes, even at runtime, to change this overall impression.
  • Windows can be characterized in a variety of ways.
  • a window can be characterized by the shape, size and color of the window as well as by the location, size, shape and color of each of its component parts, e.g., those parts identified in Figure 2A.
  • These attributes of a window and window parts are categorized herein as a window's appearance attributes.
  • the window and its parts also have associated therewith one or more functions which are invoked when a user provides an associated input, e.g., clicking on a close button or box causes the window to close. These are termed functional attributes.
  • a third category of attributes also exists for some windows and window parts. These windows and window parts exhibit a behavior when acted on by a user which is distinct from the underlying function of these objects, i.e., when a user clicks on a close button using a mouse, the button becomes shaded in such a way that it appears depressed prior to the window actually closing.
  • exemplary embodiments of the present invention provide users (the term users as applied throughout this document refers to both end users of applications, application developers and other individuals who use or invoke operating systems) with the capability to alter the appearance and behavior of object and object parts, but preferably not the underlying function thereof. It will be understood by those skilled in the art that the principles described herein are equally applicable to systems and methods in which the functional attributes can also be varied by users. However, standardization of system functionality provides certain advantages so that exemplary embodiments of the present invention separate functional manipulation from manipulation of the other attributes.
  • FIG. 4 An overview which summarizes how these types of customized user interfaces can be provided in a consistent and switchable manner begins with a discussion of Figure 4.
  • the application 38 interacts with the appearance management layer 40 through three paths: directly, through utilities 42 (e.g., Toolbox Managers), and through drawing procedures 46 which provide the fundamental instructions (e.g., defprocs) for drawing objects on the interface.
  • utilities 42 e.g., Toolbox Managers
  • drawing procedures 46 which provide the fundamental instructions (e.g., defprocs) for drawing objects on the interface.
  • drawing procedure refers to pieces of code which are responsible for drawing interface objects and which define the shape of those objects, e.g., window definitions.
  • Switchable pointers 44 and drawing procedures 46 provide the basic building blocks which allow the geometry of each interface object as well as the behavior of each object's controls to be manipulated in a consistent and replaceable fashion. By switching the pointers 44 to the drawing procedures 46, or by switching the data used by the procedures 46, the appearance and behavior of the interface can be readily changed.
  • a pattern table 48 is used to look up this information and serves to abstract the color and/or pattern of the object from its other attributes.
  • drawing primitives which allow "paint-by-number" interface drawing are sent by the client to the appearance management layer.
  • the application can simply command the appearance management layer 40 to draw an object using an index which identifies the pattern and/or color of that object, so that the visual geometry is abstracted from the colorspace and the application need not know which particular geometries and/or colors are currently being implemented.
  • the pattern table 48 acts as a pattern/color database and returns the relevant pattern information to the client. The client then instructs the graphic subsystem 56 to render the appropriate pattern.
  • the theme switching 50 and run time support 52 control interaction of the appearance management layer and the theme.
  • the terms “theme” and “themes” refer to coordinated designs of interface objects and object parts that create a distinct visual appearance on the display. These routines provide mechanisms for loading and unloading themes and obtaining theme attributes. Various routines are also provided to support animation and sounds and handling desktop patterns and screen saver modules in the interface as shown generally by block 54.
  • drawing procedures are designed for switching at run time to enable dynamic system appearance and behavior. While the procedure and mechanism for switching between themes is described in more detail below, this section focuses on exemplary ways in which these procedures are designed to provide a switchable routine environment.
  • the appearance management layer 40 is responsible for orchestrating various changes which allow switching of the user interface's appearance and behavior. Two exemplary ways in which the drawing procedures can be switched will now be described here.
  • all of the utilities which support switchable drawing procedures will be called to "disconnect" all of the drawing procedures for each of the interface objects supported by that particular utility. In essence, this amounts to sending a dispose message to the drawing procedure for each and every utility object element currently in existence. The utility then is called to swap pointers 44 to the drawing procedures. For example, if window drawing procedure A is being replaced by window drawing procedure B, the window drawing utility will be asked to replace all of its references to procedure A with references to procedure B. This process will occur for each drawing procedure that is switched out. Lastly, every drawing procedure for every utility interface element should be sent an initialize message and the display will be completely redrawn.
  • these drawing procedures can be data driven so as to allow each procedure to be able to support a wide variety of appearances and behaviors without modifying the code of the procedure itself.
  • themes can be switched without requiring that the drawing procedure code be switched.
  • Each theme provides its own data structures which are supplied to the parametric drawing procedure.
  • system-provided drawing procedures map directly from existing procedures to provide compatibility with existing systems.
  • each individual drawing procedure will correspond to a conventional procedure (e.g., WDEF0, WDEF1, CDEF0, CDEF1).
  • This mapping can be accomplished, for example, by the exemplary mapping procedure illustrated below in pseudocode form.
  • This exemplary procedure can handle loading both conventional drawing procedures as well as the new drawing procedures.
  • the first step is to determine the resource ID of the procedure being called. This will load either an old style procedure located in a resource chain or a stub resource from the system file.
  • Stub resources are modules which, when invoked, decode a conventional procedure's message and call the corresponding new drawing procedure based on the decoded message.
  • a utility creates a new interface object using a drawing procedure it will also load an appropriate stub resource and store its value in a procedure handle field of the object's data structure. Since the utilities can switch the drawing procedure that they call, the ability to dynamically change the set of drawing procedures which create the interface objects is now available.
  • the drawing procedures can be parametric in nature so that they need not be switched every time that a theme is changed. Instead, the data supplied to these procedures is changed with the theme.
  • a discussion of these exemplary embodiments begins with a description of the data used to drive these procedures.
  • the data structures which are used to drive the structural procedures according to this exemplary embodiment of the present invention can be categorized as interface geometry elements data and interface behavior elements data.
  • An object geometry is specified by a list of arbitrary geometry objects that are linked together with a simple rule based view system. Each of the geometry objects are arbitrary in size and shape and may repeat in either a horizontal or vertical direction. Drawing procedures such as window drawing procedures (e.g., WDEFs), and menu drawing procedures (e.g., MDEFs), can use these geometry resources to calculate and draw the structure region of an interface object, e.g., a window or a menu.
  • Opcodes Specify edges of glyphs in object by offsets.
  • Glyph List Points to data structure for each glyph.
  • Geometry Part List Combines glyphs with boundaries. Existence State Table All boundaries and geometry parts indicate when they exist in the object.
  • the resources that define this geometry model can be broken into four parts as seen in Table A, above.
  • Table A there are a list of operation codes which place horizontal and vertical boundaries that will be used to specify the edges of glyphs in the object.
  • Each boundary can be placed relative to a reference, which is either part of a parent shape (e.g., a rectangle that defines a window's, or other object's, workspace) or a previously defined boundary.
  • the offset can either be a constant or some other value recognized by the system, such as the height of a window's title.
  • a limit can be specified such that the new boundary will fall between the limit boundary and the reference boundary. Limit boundaries allow geometry elements to disappear when the parent shape becomes too small to support them.
  • a geometry resource can also contain a list of glyphs.
  • Each glyph can be derived from a pattern of pixels, a bitmapped image or an icon.
  • each glyph can also specify on which corner it is anchored to allow it to be drawn in the correct direction.
  • a window may be required to have a close box or button part but may also include many optional parts that are used to enhance the appearance of the window.
  • all boundaries and parts can specify in which states they exist. For example, a close box part and perhaps one or more of its boundaries might not exist in the inactive state of a window. This specification reduces the amount of computation and drawing that is done in any particular state.
  • Each interface element has a predefined set of states that may be used when traversing the geometry resources. Another use for this mechanism is to change the appearance of a part in a special state of the object. For example, to change the appearance of a window's bottom edge when the glyph is deactivated, two bottom edge parts can be defined that use different glyphs. One of these parts might exist only when the window is active, the other when the window is inactive.
  • FIG. 5 An exemplary table of glyphs appended as Figure 5 illustrate a set of glyphs which can be used to render a document window in an exemplary theme as shown in Figure 2B.
  • the horizontal and vertical boundaries are constructed so as to locate all of these glyphs around the content shape of the window to produce the desired look for this theme.
  • the second category of data structures used in the data driven structural procedure relate to interface objects' behaviors. Each behavior is associated with transitions between different states or values of controls in the interface and can be expressed by changes in visual or audio output that correspond to these transitions.
  • Data driven drawing procedures can use a common mechanism that implements state tables. These state tables contain bitmaps or glyphs for each state of the control represented thereby as well as information about transitions from one state to another. Each transition may contain one or more of, for example, an animation sequence, a sound or a routine to implement a custom transition, e.g., an algorithmic display or any other type of transitional effect.
  • state diagrams for each object and object part of the user interface, a template can be created that allows a theme designer to place customized glyphs for each state of the control and also to customize the transitions between states of the control as desired.
  • An exemplary state diagram is shown as Figure 6 which provides an example of the possible states and most common state transitions for a checkbox control of a window object.
  • this exemplary checkbox has nine possible states which can be displayed. These states include three highlighted states for each of the control's three values.
  • states Q1 In normal use, when a user clicks on an unchecked checkbox (state Q1), this action moves the control to its pressed state (state Q4). After the mouse is released, the control returns back to its original state (state Q1) and the application is notified of the button which has been pressed. The application then switches the value of the control to its new value, which might be checked (state Q2).
  • a matrix for these transitions can be provided. Note for example the exemplary matrix illustrated in Figure 7.
  • a theme designer can provide a visual and/or audio output such as an animation, sound, a custom transition procedure which can perform some type of algorithmic transition, e.g., a kaleidoscopic display or any combination thereof.
  • Custom drawing procedures can inherit from the system provided appearance using a form known as delegation or forwarding. Delegation involves passing control on to another object when inherited behavior is desired. To determine the particular object to which the drawing procedure should delegate in a dynamically changing interface, either the client can call in to the system or the system can track current implementations. According to exemplary embodiments, this burden can be placed on the system by providing an additional layer of redirection. As seen in Figure 8, the utility 61 calls the custom drawing procedure 63. The drawing procedure 63 inherits from the switcher 65 which delegates to the appropriate implementation 67 or 69. An example of this type of inheritance will now be described using menu drawing procedures.
  • a theme can provide a menu drawing procedure which controls drawing standard menus for that theme. While many applications have customized menu items, a theme may only change the appearance or behavior of a single item in the menu while letting the remaining menu items appear and behave as they do when the system default theme is in control.
  • the application can intercept the command to draw a menu item from the utility issuing the command. If the menu item to be drawn is an item whose appearance and/or behavior has been customized by the theme, then the theme's menu drawing procedure can be used to draw that item. Otherwise, the inherited code pointed to by the switcher object can be called to draw the item.
  • the theme's custom menu drawing procedure only overrides the system to draw that item, with any other items being drawn using the inherited code.
  • the themes used by the appearance management layer 40 should be able to operate on a variety of color data to draw the interface, e.g., a color pattern, a pattern defined on a pixel-by-pixel basis, bitmapped image or the like, etc.
  • the pattern tables provide a system and method for specifying this color data, so that the theme color set can be edited independently of the theme using resource-editing utilities.
  • the pattern tables provide this support by abstracting the notion of pen pattern and color, allowing an application or theme to draw interface pieces without being locked to a particular color set.
  • a mechanism including a pattern look-up table.
  • An index in a pattern look-up table references data for a color, a pattern defined on a pixel-by-pixel basis, bitmapped image or the other data, so that the client need not know anything about the datatype contained in the pattern look-up table entry.
  • the significance of this data independence is that a theme having solid-colored windows, for example, can be changed to instead draw the windows in a complex pattern, without changing the theme source code simply by editing the table entries.
  • pattern or “patterns”
  • it is intended to denote any type of graphic data that can be used in a pattern look-up table to draw in a graphics port. As such, this may be a solid color defined in terms of its red, green and blue (RGB) components, or a pattern defined on a pixel-by-pixel basis, e.g. a PixPat, or a new type of data.
  • RGB red, green and blue
  • a client 60 sends a command ThemeFillRect (kColorIndex) to the appearance management layer.
  • This command is one of a set of drawing primitives implemented by the appearance management layer 40.
  • it is a command to draw a rectangle that is filled with the pattern specified as kColorIndex.
  • the value of kColorIndex corresponds to a predetermined object or object part on the desktop. For example, index 3 might correspond to the window title color.
  • the client 60 need have no knowledge of the particular color which is currently being implemented as the window title color, but only the absolute index which identifies that color.
  • the kColorIndex parameter has a corresponding entry in the part index table. This entry maps into the theme pattern look-up table 62. As described previously, the entries in the theme pattern look-up table 62 can include any type of color or pattern data in any format. For the purposes of this example suppose that the entry in the part index table corresponding to the value of kColorIndex maps into a pattern called 'xpat' referring to a black and white criss-cross pattern. 'Xpat' has a corresponding entry in the pattern definition procedure table 64 where the procedure for drawing this black and white criss-cross pattern is located.
  • This table includes a procedure pointer 66 which translates the commands defined by the 'xpat' record into commands which are recognized by the graphic subsystem 56 used by the system to draw the pattern onto the display. These commands are then sent to the graphic subsystem 56 which displays the pattern at the appropriate point on the desktop interface.
  • the appearance management layer 40 does not command the graphic subsystem 56, but simply acts essentially as a pattern/color database.
  • a get theme pattern command is sent to the appearance management layer 40, instead of the drawing primitive in Figure 9.
  • the appearance management layer returns a pattern structure which can be rendered by the graphic subsystem in the currently implemented theme for the particular interface object or object part requested in the get theme pattern command, to the client which then sends its own command to the graphic subsystem to draw the appropriate pattern and/or color on the desktop interface.
  • This alternate exemplary embodiment also has the benefits described herein with respect to abstracting the pattern/color combination from the interface.
  • the color and/or pattern of desktop objects can be readily switched from one theme to another by changing the values in the part index table and/or the pattern look-up table 62.
  • This switching of patterns is totally transparent to the application.
  • new patterns can be added without any need to change the application itself.
  • the appearance management layer recognizes a set of drawing primitives which can be, for example, derived from those used by the system's graphic subsystem (for example, QuickDraw). These primitives can have the same calling sequence as their counterparts in the graphic subsystem, but use indices into the theme pattern table to specify the color and/or pattern details of the requested drawing command. Exemplary drawing primitives are illustrated below along with descriptions in italics.
  • the appearance management layer can also define a set of bevel, text and dialog grouping rectangle primitives which can be used by clients for drawing bevels and dialog group rectangles in a standard appearance.
  • the implementations of these routines can be overridden by the theme to generate special appearances. For this reason, the client should not draw bevels independent of the appearance management layer for user interface object parts, but should instead use the provided primitives. Exemplary primitives are shown and described below.
  • Pattern look-up tables are provided as part of the package which handles drawing requests, either with the aforedescribed drawing primitives or alone, which tables will now be described in somewhat more detail.
  • a pattern data structure holds the data necessary to draw a pattern. It can have, for example, the following structure:
  • the pattern look-up table specifies the list of colors and patterns used by a theme.
  • a pattern look-up table contains a list of records, e.g., Pattern Spec record 'xpat' in Figure 9, each of which is typed and references a specialized procedure to load, unload and draw.
  • Pattern definition procedure a code module responsible for loading, unloading and interpreting a pattern look-up table entry's data, e.g., the pattern definition procedure 'xpat' of block 66 in Figure 9.
  • New pattern types may be defined by a theme for specific needs, such as algorithmic color and pattern generation, simply by adding new pattern definition procedures.
  • a pattern definition procedure can be defined, for example, as a code fragment module or a dynamically loaded library which exports a list of entrypoints as set forth below. The default behavior for unimplemented entrypoints is to return an error.
  • Pattern look-up tables may be created in memory by applications to allow them the benefits of a pattern look-up table within the application.
  • An exemplary application program interface (API) for creating pattern look-up tables is described below.
  • Themes can also define new pattern types to take advantage of special theme-specific behavior, such as algorithmically defined patterns.
  • the theme provides a resource defining the pattern type or registers a code fragment module or dynamically loaded library using, for example, the InstallPatternDefinition command described below.
  • the pattern definition procedure will be added to the internal type list of the system, and will be called directly to load, unload and draw patterns of the corresponding type.
  • This code can be stored as a code fragment module or dynamically loaded library, and remains loaded as long as there are pattern look-up table entries which reference its type. For this reason, pattern definitions can remain installed even after the theme which created the pattern is unloaded in case these definitions are used by other applications.
  • a pattern definition procedure When a pattern definition procedure is installed, it can be added to an internal pattern definition table. For speed, these pattern definition procedures can be referenced by index rather than type in the pattern look-up table.
  • the pattern definition table is scanned and the index of the definition for the pattern type is inserted into the record for the new pattern. As new types are added, they can be added at the end of the list.
  • pattern definition procedure An example of a pattern definition procedure is shown below, which procedure is used to get a pattern defined on a per pixel basis from the look-up table and command the graphic subsystem to draw same.
  • the appearance management layer also defines a range of common pattern indices that can be included in each theme's pattern look-up table so that these indices are available to all clients. These include the set of patterns used to generate bevels and groups, along with other useful patterns, for example, the current background of the menu bar. The current background of the menu bar index may be passed to one of the standard theme drawing routines to draw shapes in the menu bar color. Below, for illustration purposes, an exemplary set of such common pattern indices is defined.
  • a theme may define additional types which are used internally. These additional types can be indexed sequentially starting from whatever next highest index is available, e.g., 16384 in the example given above.
  • the command RGBColor specifies a red, blue or green color combination with which to draw an object or object part.
  • ColorPattern describes a two-color 8x8 pixel pattern with a fore and backcolor, each specified with an RGBColor.
  • An exemplary definition of a ColorPattern type is shown below:
  • a PixPat type specifies an arbitrary pattern defined on a per-pixel basis, wherein a designated area may be filled or drawn with the pattern contents by the graphics subsystem.
  • the PixPat (Pixel Pattern) data structure is defined by the graphics subsystem, and is used to contain this per-pixel pattern.
  • Themes provide a set of standard pattern look-up resources for use by the appearance management layer which are described below.
  • the pattern lookup table defines the set of colors and patterns used by the theme and is used to build the theme's pattern look-up table.
  • the part index table maps the set of standard theme pattern indices into the pattern look-up table.
  • exemplary embodiments of the present invention provide for pattern/color abstraction by returning information to the client rather than the appearance management layer commanding the graphic subsystem directly.
  • the client will ask the appearance management layer for a structure, e.g., a PixPat structure, corresponding to a specified index and will receive a handle that will allow the application to make the appropriate drawing call to the graphic subsystem 56.
  • a structure e.g., a PixPat structure
  • the appearance management layer returns a data structure to the client.
  • a pop-up, pull-down or drop-down menu 140 allows users to specify an overall appearance/behavior by selecting the theme to be installed.
  • Beneath the theme setting box 140 to the left is an options area 142 in which a user may select various options within each theme. For example, a user could specify a background color, a font and a highlight color.
  • a preview area 144 To the right of the options area 142, is a preview area 144 where exemplary interface elements of the theme currently selected in box 140 are shown so that a user can preview what the theme will look like before making a selection.
  • Exemplary interface elements can include, for example, a desktop pattern, a menu bar and menu, an active window, and a dialog box with radio buttons, a checkbox, push buttons, and selected text.
  • a user will be able to change the appearance of the desktop quickly and easily.
  • the appearance control panel can provide user selectibility over all of the objects which can be displayed on the user interface.
  • the appearance control panel could include a library of each type of interface object from which the user can select for inclusion in a user-defined theme. After selecting one of each the different types of interface objects, the user can be prompted for a theme name under which pointers to the appropriate drawing procedures and other information for realizing the selected objects can be stored.
  • an appearance object editor can be provided wherein a user can create his or her own interface objects using a library of parts provided by the object editor.
  • each of the glyphs illustrated in Figure 5 can have a multitude of variations from which a user can create his or her own document window (both active and inactive).
  • the new interface object can be stored in the library of interface objects from which user-defined themes can be created.
  • Theme attributes are a collection of theme properties that are both system-defined and theme-defined.
  • Each of the theme's properties can be queried and set by appearance management layer functions.
  • the following properties can be defined by the system: #define kThemeSystemFont 'sysf' #define kThemeTextHighlightColor 'tcol'
  • a get theme property function can be called for example by:
  • Figure 12 illustrates interactions between, for example, a theme 70, the appearance management layer 40, and an application 38.
  • block 48 includes the pattern tables as discussed above, and block 54 contains the animation and sound utilities which supplement the runtime routines of block 52.
  • an icon 68 is shown which diagrammatically illustrates an appearance control panel 69, e.g., the panel of Figure 10, which an end user can operate to switch themes.
  • a current theme's resource chain 72 is opened and managed by the theme switching 50 and runtime routines 52.
  • the resource chain 72 can include, for example, a theme attributes property list (e.g., behavior matrices as described above), theme preferences (e.g., a preferred background pattern, preferred system font, etc.), theme data resources (e.g., the pattern table which defines the set of patterns and colors used by the theme, pattern code procedures which allow definition of new pattern types, etc.) and override resources (e.g., icons for the theme which overrides system icons).
  • the theme resource chain can be maintained separately from the resources of the currently running application, and can be switched in and out in response to a demand by either an application or a user (appearance control panel).
  • the theme's resource chain 72 is setup whenever the appearance management layer 40 calls any of the theme's code.
  • the current theme is set by calling the appearance management layer's set theme function, for example, by the command: OSErr SetTheme (const FSSpec *themefile)
  • the set theme function uses an FSSpec parameter that identifies the theme file that should be loaded and activated by the appearance management layer. In normal operation, this function loads the requested theme file, switches to the new theme and then releases the old theme. The old theme is released after the new theme is completely loaded so that if the new theme could not be activated, the system can revert back to the original theme such that the user does not become stranded without an interface.
  • a new theme info record is created.
  • This data structure contains all of the global information that the appearance management layer uses to keep track of the state of the current theme and contains its own resource chain information, e.g., procedure pointer tables for the switcher, the theme property list, the theme pattern tables, etc.
  • the appearance management layer creates a new resource chain at block 102.
  • the new theme's resource file is then opened at 104 after which the theme's runtime code is loaded, at 106, and its open function is called.
  • the new theme can test the operating conditions of the system to determine if the load should continue or be aborted. If the load aborts, the theme may present an alert to the user as to why the theme could not be loaded. If the theme has its own preferences file, it can be opened by the theme at this time.
  • the theme's property list is loaded at block 108, for example, by calling a get resource function. This allows the property list to come from any preferences file that may have been opened in the previous step. If a property list is found, it is stored in the theme info record. Subsequently, at block 110, the theme's pattern look-up table is loaded. First, all pattern definition procedure resources are loaded. Then the standard pattern look-up table and part index table resources are loaded. The pattern look-up table is then built from the contents of these resources. A pointer table to be used by the switcher resources is then built as shown by block 112. This table is stored in the theme info record. Lastly, the new theme's initialize function is called at block 114. The new theme can allocate memory or load extra resources that it requires while being active.
  • Figure 14 illustrates steps that can be executed to switch from an old theme to a new theme.
  • a transition effect can be presented as block 116.
  • the screen may fade to black, a dialog can be presented, or the themes could gradually blend from one to the other, e.g., "morphing".
  • the old theme's resource chain is switched in as described by block 118. All of the drawing procedures are called with a deallocate message.
  • These messages 120 are sent to the appearance management layer's switcher definition procedures, which are currently routing messages to the old theme's implementations of the definition procedures. This allows any of the theme's definition functions to deallocate any global data that they may have been allocated.
  • the appearance management layer sets the new theme info record as the current theme's information record at 122. Once the new theme info record is set, all of the external calls into the appearance management layer will affect the new theme.
  • the new theme's resource chain is switched in at block 124. All of the drawing procedures are called with an initialize message. These messages are sent to the appearance management layer's switcher resources, which are currently routing messages to the new theme's implementations of the drawing procedures. This allows any of the theme's definition functions to allocate any global data that they may need.
  • the steps executed to release the old theme file are shown in Figure 15.
  • the old theme's deallocate function is called at 130.
  • the theme is responsible for disposing of any allocations that it may have made when it received its initialize message.
  • the old pointer table used by the switcher definition procedures is disposed of per block 132.
  • the old theme's pattern look-up table and property list are disposed of as denoted by blocks 134 and 136, respectively.
  • the files in the old theme's resource chain can then be closed and the resource chain disposed of prior to disposing of the old theme's theme info record (blocks 138 and 140).
  • the switch is aborted and the set theme function attempts to reverse all of the steps that have already successfully completed so that the system continues to generate an interface using the old theme.
  • the error that caused the switch to abort can be returned by this function.
  • an FSSpec parameter to the system file or NIL can be passed in the themefile parameter.
  • a get theme function can be called, for example by the command: OSErr GetTheme (FSSpec *currentThemeSpec)
  • An FSSpec parameter value referencing the currently active theme file will be returned in the currentThemeSpec parameter. If the current theme is the default system theme, an FSSpec referencing the system file will be returned. If an error occurs while attempting to locate the FSSpec of the current theme, an appropriate error code will be returned and the currentThemeSpec parameter will remain unchanged.
  • the current theme's resource file is not present in the currently running application's resource chain. This can be done to prevent resource identification conflicts between applications, the operating system and the current theme.
  • the appearance management layer maintains a separate resource chain that contains the current theme file and any other files that the current theme may have opened (such as a preferences file).
  • the appearance management layer executes code in the theme, the theme's resource chain is setup by the appearance management layer, which allows for normal GetResource calls to be used to get theme resources. If an application wishes to gain access to the current theme's resources, several functions can be provided. For example, to get a resource from the current
  • a get theme resource function can be called, for example:
  • a theme can implement three theme definition functions that the appearance management layer calls when a theme is being loaded or disposed of.
  • the theme's function can be called.
  • pascal OSErr ThemeFilePreflight void *themedata
  • the theme's test function is called before any resources are loaded by the appearance management layer. In this way, the theme has an opportunity to test the conditions of the operating system (such as memory or graphics capability). If the test function returns an error, the appearance management layer will close the theme file and not attempt to continue loading. If the test function returns no error, the appearance management layer continues to load the theme, as described above.
  • the themedata parameter returned by the exemplary test function shown above is used by the theme to allocate and store any global data that the theme wishes to keep for itself.
  • the themedata parameter points to NIL.
  • the test function (or any of the other theme definition functions) may change the value pointed to by themedata. This themedata value is persistent as long as the theme remains loaded.
  • the theme's initialize function When the appearance management layer is finished loading all of the theme's resources and loading each of the theme's standard definition procedures, the theme's initialize function is called, for example: pascal OSErr ThemeFileInitialize (void *themedata)
  • the theme's initialize function can be used to do any special processing after the appearance management layer has completely loaded the theme. It may allocate data structures, load additional resources, open preferences files, setup its theme property list, etc.
  • the themedata parameter points to a global storage location useful for storing a pointer to the themes global data. If the theme's initialize function returns an error, the appearance management layer will abort the switch to the theme. The appearance management layer will dispose of any allocations it has already made and close the theme file.
  • the theme's dispose function is called, for example: pascal OSErr ThemeFileDispose (void *themedata)
  • the dispose function should dispose of any allocations that were made with either the test or initialize functions.
  • the theme file then has an opportunity to store any resources in its preferences file and/or set its theme properties. After the theme returns from this function, the appearance management layer will deallocate all of the appearance management layer's storage for the theme and close the theme's file.

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Claims (14)

  1. Interface graphique utilisateur comprenant :
    une couche de commande (40) incluant une table à consulter de formes (48,62) ayant des entrées indexées contenant des données concernant des formes et des couleurs utilisées pour créer des objets d'interface ; et
    des moyens (60) pour commander ladite couche de commande (40) pour tracer, au moyen d'un sous-système graphique (56), une forme sur ladite interface se référant à l'une au moins desdites entrées indexées dans ladite table à consulter de formes (48,62).
  2. Interface graphique utilisateur selon la revendication 1, comprenant en outre :
    des moyens pour mapper ladite au moins une desdites entrées indexées dans ladite table à consulter de formes (48,62) en une table de procédures de dessin (46,63,64) pour identifier au moins une procédure de dessin mappée (46,63,64) ; et
    des moyens pour invoquer ladite au moins une procédure de dessin mappée (46,63,64) qui traduit ladite commande de traçage d'une forme sur ladite interface en une commande pour un sous-système graphique (56) utilisant des données pour ladite table à consulter de formes (48,62).
  3. Interface graphique utilisateur selon la revendication 2, dans lequel lesdits moyens de mappage comprennent en outre :
    une table d'index de parties qui comprend des index et des valeurs de mappage.
  4. Interface graphique utilisateur selon la revendication 1, comprenant en outre :
    un client (60) qui communique avec ladite interface graphique utilisateur et envoie des commandes pour tracer des objets sur ladite interface graphique utilisateur, lesdites commandes comprenant des index de commande qui correspondent à des entrées indexées dans ladite table à consulter de formes (48,62).
  5. Interface graphique utilisateur selon la revendication 1, comprenant :
    un premier jeu d'objets d'interface dont les aspects individuels sont associés à un premier thème commun ;
    un second jeu d'objets d'interface dont chacun correspond en fonction à un objet d'interface associé dans ledit premier jeu, mais dont les aspects individuels sont associés à un second thème commun différent du premier thème ; et
    des moyens pour passer sélectivement du premier thème au second thème, ladite interface graphique utilisateur affichant des objets d'interface utilisant l'un dudit premier jeu et dudit second jeu.
  6. Interface graphique utilisateur comprenant :
    une couche de commande (40) incluant une table à consulter de formes (48,62) ayant des entrées indexées contenant des données concernant des formes et des couleurs utilisés pour créer des objets d'interface ; et
    ladite couche de commande (40) répondant à une commande ayant un index pour retourner une forme pour créer un objet et une partie objet sur ladite interface.
  7. Interface graphique utilisateur selon la revendication 6, comprenant en outre :
    des moyens pour mapper une entrée dans ladite table à consulter de formes (48,62) ayant ledit index dans une table de codes de forme (68) pour identifier au moins un code de formes ; et
    des moyens pour générer et retourner au moins une structure de forme associée audit au moins un code de forme.
  8. Interface graphique utilisateur selon la revendication 7, dans lequel ladite table à consulter de formes peut être chargée par un thème actuellement actif.
  9. Procédé pour extraire des formes et des couleurs utilisées pour créer un affichage d'interface depuis l'interface elle-même, comprenant les étapes suivantes :
    la fourniture d'une couche de commande (40) comprenant une table à consulter de formes (48,62) ayant des entrées indexées d'informations de formes et de couleurs ; et
    le traçage d'au moins un des objets et des parties d'objets sur ladite interface en extrayant des informations depuis ladite table à consulter de formes (48,62) en réponse à une commande pour la couche de commande (40), utilisant lesdites entrées indexées.
  10. Procédé d'extraction de formes et de couleurs selon la revendication 9, comprenant en outre les étapes suivantes :
    le retour vers un client (60), avant ladite étape de traçage, d'une structure de forme basée sur des données dans ladite table à consulter de formes (48,62) ; et
    la commande, par ledit client, d'un sous-système graphique (56) pour tracer ledit au moins un des objets et des parties d'objets.
  11. Procédé selon la revendication 9, dans lequel ladite étape de fourniture d'une table à consulter de formes (48,62,64) comprend en outre l'étape de :
    chargement d'une table à consulter de formes (48,62,64) depuis un thème actuellement actif.
  12. Procédé selon la revendication 9, comprenant en outre les étapes suivantes :
    la fourniture d'un premier jeu d'objets d'interface dont les aspects individuels sont associés à un premier thème commun ;
    la fourniture d'un second jet d'objets d'interface, dont chacun correspond en fonction à un objet d'interface associé dans ledit premier jeu, mais dont les aspects individuels sont associés à un second thème commun différent dudit premier thème ; et
    le changement sélectif entre ledit premier thème et ledit second thème, grâce à quoi ladite interface graphique utilisateur affiche des objets d'interface utilisant l'un dudit premier jeu et dudit second jeu.
  13. Procédé selon la revendication 12, dans lequel ladite étape de changement comprend en outre l'étape de :
    changement de données fournies à une procédure de dessin paramétrique (46, 63,64).
  14. Procédé selon la revendication 12, dans lequel ladite étape de changement comprend en outre l'étape de :
    changement de pointeurs depuis un premier jeu de procédures de dessins (46,63,64) vers un second jeu de procédures de dessins (46,63,64).
EP95920518A 1994-05-16 1995-05-16 Abstraction de motifs et couleurs dans une interface graphique utilisateur Expired - Lifetime EP0760126B1 (fr)

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EP01117551A EP1156416A3 (fr) 1994-05-16 1995-05-16 Procédé pour l'édition d'un thème associé à une interface utilisateur graphique

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US24296394A 1994-05-16 1994-05-16
US242963 1994-05-16
PCT/US1995/006274 WO1995031776A1 (fr) 1994-05-16 1995-05-16 Abstraction de motifs et couleurs dans une interface graphique utilisateur

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EP0760126B1 true EP0760126B1 (fr) 2002-02-06

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EP01117551A Withdrawn EP1156416A3 (fr) 1994-05-16 1995-05-16 Procédé pour l'édition d'un thème associé à une interface utilisateur graphique

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EP (2) EP0760126B1 (fr)
AU (1) AU2594595A (fr)
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US5963206A (en) 1999-10-05
US6239795B1 (en) 2001-05-29
DE69525338D1 (de) 2002-03-21
US6466228B1 (en) 2002-10-15
US6958758B2 (en) 2005-10-25
EP0760126A1 (fr) 1997-03-05
AU2594595A (en) 1995-12-05
EP1156416A3 (fr) 2007-07-18
US20030052921A1 (en) 2003-03-20
EP1156416A2 (fr) 2001-11-21
DE69525338T2 (de) 2002-10-24
WO1995031776A1 (fr) 1995-11-23

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